Kenshi
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2nd Empire Genetics Lab
   
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1.422 MB
14 Jun, 2024 @ 9:31pm
23 Jun, 2024 @ 11:32am
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2nd Empire Genetics Lab

Description
Lore
During the Chaos Age, humanity was nearly extinct. During the dawn of the second empire, to save the human race, skeletons used genetic labs to breed and grow humans. However many humans still resented Skeletons for nearly exterminating them, and these lab were seen as a violation of their personhood. Gradually throughout the reign of the second empire tensions amongst humans and skeletons reemerged. Humans resented being grown in labs, and skeletons resented producing humans. This tension caused many of these labs to be abandoned and demolished, except for one.

Mod objectives
A mid to late game cats sink that alleviates combat skill grinding, while staying true to the lore of Kenshi.

Features
Uncover the last remaining genetics lab in The Crags. Collect genetic seeds, spent cats, and grow your own army of recruits. You must have your own base. The new characters will spawn near the genetics lab. So if you're impatient you can wait outside and recruit them as they spawn, but you still need your own base.

If you encounter them before they arrive at your base (i.e. by camping out at the Genetics Lab waiting for them to spawn) you can ask the squad leader to cancel the base visit. Follow them for a few hours, until the Geneticist entry vanishes from your faction tab, then talk to the leader again. This will allow you to request the squad acts as your bodyguards instead. Asking them to bodyguard before the Geneticist entry vanishes from your faction tab will cause the bodyguard contract to automatically fail.

Mostly Greenlanders can be spawned with this mod. There is a lore reason being this lab was last used to produce Greenlanders for the Skeleton Bandits, and is calibrated to that. Sheks can be spawned through clever genetic engineering, speak to the Geneticist about updating his CPU.

In most cases harvesting gene seeds from a prisoner is a hostile act and will cost you 5 faction relation points. Currently only high level NPCs (ex: United Cities Samurai, Holy Nation Paladins, and Skeleton Bandits) will give you usable gene seeds. Medical supplies are needed in your inventory while talking to a prisoner to attempt to collect gene seeds. This is to prevent conflict with other popular mods like recruitable prisoners.
- Scorlanders gene seeds are harvestable but currently unusable pending a future update.

It costs 100,000 cats to produce 4-7 Greenlanders with 50 combat stats;
200,000 cats for 4-7 Greenlanders with 70 combat stats; and
300,000 cats for 4-7 Greenlanders with 85 combat stats
100,000 cats to clone unique Greenlander recruits (see list below)
100,000 - 500,000 cats to clone Greenlander bosses (Bugmaster, Holy Lord Phoenix, Seta, Valtena, Big Grim, Lord Ohta, Lady Tsugi)
Sheks costs more to produce.

The current list of unique recruits that can be cloned are Bard, Crumblejon, Griffin, Hamut, Miu, Pia, Reva, Hobbs, Infinite Wingwang, Izumi, Red, Soman, Riddly, and Doctor Chung. You will have to imprison them while they are not part of the player's faction, this will unlock dialogue that allows you to extract their gene seed. Doing so will prevent the former recruit from being able to be recruited back to your faction, so choose wisely if you want to make this sacrifice.

Beep can be cloned if Beep has died. This will cost you a lot of cats to reconstructing his gene seed, and at great risk to the laboratory.

Generally, future updates may involve other races (Scorchlanders,Hivers), a larger list of NPCs you can collect gene seeds from, and the ability to clone more unique NPCs.


Update June 23, 2024
- Added weapons to Lab Grown Sheks genetically engineered from Bugmaster's gene seed.
- Corrected character spawn references from using Holy Nation Leaders gene seeds to genetically engineer Sheks.
- Added gene seed variants for combat stats 85. A very small list of elite generic human and Shek NPCs have this (The Five Invincibles, Elite Hunters, Samurai Elite, Protector of the Flame, Anti-Slaver Jonins)


Other updates in consideration
- I'd assume most players wait for the squad to spawn at the genetics lab instead of returning to their base. So I may reduce wait time, squad size, cost of cats, and remove the bodyguard option.
Popular Discussions View All (1)
0
15 Sep, 2024 @ 1:32pm
Машинный с исправлениями терминов для ленивых)))
Ra1dzin
38 Comments
Inquisition Time! 29 May @ 1:14am 
Thinking about making it compatible with modded races? maybe with the Juggernaut race mod?
dummmmmmmmmmmmmmb
falloutdudebro 23 Sep, 2024 @ 6:17pm 
thanks
HaxorsFury  [author] 23 Sep, 2024 @ 3:38pm 
@falloutdudebro FCS doesn't have the ability to duplicate existing squad members as they are. I can only create conditions (in this mod's case having gene seeds and enough cats) that triggers a base visit to spawn characters from the game's index of characters. If you want to duplicate characters in your squad as is, then you would have to manually copy the player's platoon file (Nameless_0.platoon) and replace an exisiting empty platoon (ie Nameless_1.platoon).
falloutdudebro 23 Sep, 2024 @ 8:12am 
what would prevent a mod like that?
HaxorsFury  [author] 21 Sep, 2024 @ 11:59am 
@falloutdudebro Technically no. What this mod does is it creates copies of existing NPCs with high stats and allows you to recruit them. You could see a plastic surgeon and save the preset of your characters then import that preset onto a recruited character from by this mod.
falloutdudebro 21 Sep, 2024 @ 5:29am 
can i clone members of my squad?
HaxorsFury  [author] 31 Aug, 2024 @ 5:24pm 
@Mazz talk to the genetics about reconstructing his gene seed. You will have to play a game of chance while wagering 100,000 cats each time to gamble to get it.
Mazz 31 Aug, 2024 @ 2:28pm 
Beeps body dies and despawned can I still clone somehow ?
Mazz 31 Aug, 2024 @ 10:05am 
Can we alive colonists which unalived